193 lines
5.1 KiB
Text
193 lines
5.1 KiB
Text
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#include <guis/common/colors.include>
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#include <guis/game/hud/hud.include>
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#include <guis/game/sights/sniper_lines.include>
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gui game/sights/third_eye {
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properties {
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float flags = immediate( flags ) | GUI_FULLSCREEN;
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float borderWidth = ceil( SCREEN_WIDTH - VIRTUAL_WIDTH ) * 0.5f;
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}
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events {
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onActivate {
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globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess + 1 );
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setShaderParm( 5, globals.gameHud.signalStrength );
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}
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onDeactivate {
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globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess - 1 );
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}
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onPropertyChanged "globals.gameHud.signalStrength" {
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setShaderParm( 5, globals.gameHud.signalStrength );
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}
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onNamedEvent "onZoomCycle" {
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// zoomCycleTransitionLerp = transition( "0", "1", 200 );
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}
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}
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materials {
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"scope_fx" "textures/sfx/sniperScopeThirdEye"
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"binocs" "guis/assets/qet/binocs"
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"guis/assets/weapons/sniper/border" "guis/assets/weapons/sniper/border"
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"guis/assets/weapons/sniper/circle" "guis/assets/weapons/sniper/circle"
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"guis/assets/weapons/sniper/circlelines1" "guis/assets/weapons/sniper/circlelines1"
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"guis/assets/weapons/sniper/circlelines2" "guis/assets/weapons/sniper/circlelines2"
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"guis/assets/weapons/sniper/circleticks" "guis/assets/weapons/sniper/circleticks"
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}
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windowDef desktop {
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properties {
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rect rect = 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT;
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}
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windowDef background {
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properties {
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rect rect = gui.borderWidth, 0, VIRTUAL_WIDTH - gui.borderWidth, VIRTUAL_HEIGHT;
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}
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windowDef scopeEffect {
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properties {
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rect rect = -100, 0, VIRTUAL_WIDTH + 200, VIRTUAL_HEIGHT;
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color backColor = 1, 1, 1, 1;
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string material = "scope_fx";
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}
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}
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windowDef binobgTicks {
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properties {
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rect rect = 90,20,460,440;
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color backColor = 1,0,0,0.8;
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string material = "guis/assets/weapons/sniper/circleticks";
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float rotation = player.yaw + 78;
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}
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timeline {
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onTime 50 {
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backColor = transition( "1,0,0,0.8", "0.75,0,0,0.8", 50 );
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}
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onTime 100 {
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backColor = transition( "0.75,0,0,0.8", "1,0,0,0.8", 50 );
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timeline.default.resetTime( 0 );
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}
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}
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}
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windowDef binobgTL {
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properties {
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rect rect = -40,-100,360,340;
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color backColor = 0,0,0,1;
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string material = "guis/assets/weapons/sniper/circle";
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}
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timeline {
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onTime 0 {
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backColor.a = transition( 0, 1, 350 );
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}
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}
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}
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windowDef binobgTR {
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properties {
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rect rect = 320,-100,-360,340;
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color backColor = 0,0,0,1;
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string material = "guis/assets/weapons/sniper/circle";
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}
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timeline {
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onTime 0 {
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backColor.a = transition( 0, 1, 350 );
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}
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}
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}
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windowDef binobgBL {
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properties {
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rect rect = -40,240,360,-340;
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color backColor = 0,0,0,1;
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string material = "guis/assets/weapons/sniper/circle";
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}
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timeline {
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onTime 0 {
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backColor.a = transition( 0, 1, 350 );
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}
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}
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}
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windowDef binobgBR {
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properties {
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rect rect = 320,240,-360,-340;
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color backColor = 0,0,0,1;
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string material = "guis/assets/weapons/sniper/circle";
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}
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timeline {
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onTime 0 {
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backColor.a = transition( 0, 1, 350 );
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}
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}
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}
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windowDef binocularsBlockLeft {
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properties {
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rect rect = 0,0,30,480;
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color backColor = 0,0,0,1;
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}
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timeline {
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onTime 0 {
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backColor.a = transition( 0, 1, 250 );
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}
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}
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}
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windowDef binocularsBlockRight {
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properties {
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rect rect = 610,0,30,480;
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color backColor = 0,0,0,1;
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}
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timeline {
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onTime 0 {
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backColor.a = transition( 0, 1, 250 );
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}
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}
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}
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windowDef binoculars {
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properties {
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rect rect = 30,0,580,480;
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color backColor = 1,1,1,1;
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string material = "binocs";
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}
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timeline {
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onTime 0 {
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backColor.a = transition( 0, 1, 250 );
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}
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}
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}
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}
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/*windowDef infoText {
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properties {
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rect rect = CENTER_X - ( rect.w * 0.5f ), 420, 320, 50;
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wstring keyText = gui.blankWStr;
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wstring keyText2 = gui.blankWStr;
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wstring text = localizeArgs( "guis/game/viewer/destruct/third_eye", keyText, keyText2 );
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float fontSize = 14;
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float visible = 1;
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float flags = immediate( flags ) | WF_MULTILINE_TEXT;
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}
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events {
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onCreate "visible" {
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if ( visible ) {
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keyText = gui.getKeyBind( "_attack", "" );
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keyText2 = gui.getKeyBind( "_altattack", "" );
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}
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}
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}
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}*/
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windowDef bars {
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properties {
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rect rect = gui.borderWidth, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT;
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handle white = gui.cacheMaterial( "_mat", "white" );
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float barWidth = ( ( SCREEN_WIDTH - rect.w ) * 0.5f );
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float screenHeight = SCREEN_HEIGHT;
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}
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events {
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onPreDraw {
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drawCachedMaterial( white, "0, 0, gui.borderWidth, screenHeight", COLOR_BLACK );
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drawCachedMaterial( white, "gui.borderWidth + rect.w, 0, gui.borderWidth, screenHeight", COLOR_BLACK );
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gui.scriptPushFloat( false );
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}
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}
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}
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}
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}
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